Flame Hand

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Flame Hand
Flame Hand.png
Statistics
Type:
Semiautomatic
Quality:
B Quality Item.png
Magazine Size:
100
Max Ammo:
200
Reload Time:
0.0s
DPS:
23.6
Damage:
Varying (11.7 on average)
Fire Rate:
0.5
Shot Speed:
23
Range:
Infinity.png
Force:
35
Spread:
FIRE
Sell Creep Price:
30 Money.png
Ammonomicon Entry
2D6 + Int Mod
Sets enemies aflame.


Alben Smallbore, enthralled with the variety of guns he found in the Gungeon, created this spell. Upon casting, the wielder's hand bursts into flame, allowing fireballs to be thrown like bullets.
Item ID:
125
Int Name:
Burning Hand
Object Name:
Burning_Hand
Sprite Name:
burning_hand

Flame Hand is a gun that appears in Enter the Gungeon and Exit the Gungeon. Fires fireballs with varying damage that pierce and burn enemies.

Effects

Enter the Gungeon

  • Flings piercing fireballs that burn enemies.
  • The damage dealt by the gun is approximately equal to 2d6 * 1.3846 + 2, which is an average of 11.7 damage per shot. The possible damage values and their frequencies are:
Roll 2 3 4 5 6 7 8 9 10 11 12
Damage 4.769321 6.153846 7.538462 8.923077 10.30769 11.69231 13.07692 14.46154 15.84615 17.23077 18.61539
Chance 2.78% 5.56% 8.33% 11.11% 13.89% 16.67% 13.89% 11.11% 8.33% 5.56% 2.78%
  • When playing as The Robot, the gun deals an extra 1 damage, implying that the Robot has a higher intelligence modifier than other characters.
  • When playing as The Bullet, the gun deals 1 less damage, implying that the Bullet has a lower intelligence modifier than other characters.
  • The scale of each fireball is proportional to the result of the dice roll, with larger fireballs dealing greater damage.

Exit the Gungeon

  • Flings burning, bouncing balls of fire that are affected by gravity, travelling in arcs.

Synergies ETG

  • Synergy.png Hotter Than Heck - If the player has Pitchfork, increases the shot size and damage of the guns by 25%, and grants fire immunity while they are held.
  • Synergy.png Maximize Spell - If the player also has Chance Bullets or Gungeon Pepper, the Flame Hand turns green, is always guaranteed to roll at least a 12 (after intelligence modifiers), and fires green flames that no longer pierce enemies but leave pools of green fire upon hitting enemies. This green fire does not damage or burn the player, and will burn enemies until they die.
  • Synergy.png Phoenix Up - If the player has Phoenix, summons a phoenix companion that fires at enemies.

Item Interactions

  • Chance Bullets.png Chance Bullets / Duct Tape.png Duct Tape- Projectiles from other guns also have their damage and scale multiplied when fired out of the Flame Hand.

Unused and Cut Content

  • Prior to the Supply Drop Update Flame Hand and Pitchfork used to have the same mechanics; Flame Hand did not have varying damage.
  • In pre-release versions of Enter the Gungeon, the Flame Hand went by the name Burning Hand, and had only 100 maximum ammo.[1]

Notes

  • As the Flame Hand deals fire-type damage, it deals no damage to Muzzle Wisps and Muzzle Flares.
  • ETG Due to the high knockback and large size of the fireballs, they can hit the same enemy multiple times.
  • 2D6 + Int mod is a reference to Dungeons and Dragons
    • In D&D, "2D6" means to roll two six sided dice and "Int mod" to add a character's intelligence modifier.
  • The "Maximize Spell" synergy is another reference to a feat in Dungeons and Dragons, which maximizes all of the variable numeric effects of a chosen spell.
  • The "Phoenix Up" synergy is likely a reference to the item Phoenix Down from the Final Fantasy series of games.
  • The flames turning green is a reference to the long running live play Dungeons and Dragons game Acquisitions Incorporated.

Gallery

See also

References